What to replace Defiance with?


Accel

 

Posted

From the poll from the other thread

I know I will die if I try to fight in "Red" health. 33% 6
Completely useless. 28% 5
It has helped once or twice. 22% 4
Great! Saves the day. 11% 2
I get healed before its useful. 6% 1

I've made my call (Once at 0 Endurance, Blasts draw on Health instead of Endurance; Making Nova etc. truly matyr material)

What's your replacement?


 

Posted

I don't know about an overall replacement, but I would like to see greatly increased accuracy near death.

Ever been in this scenario?

You're close to death, with no respites - you're fighting the last guy on the mission and the hospital is a long way away. You could run and rest, but the enemy will die in one, two hits maximum. Knowing you have time for those hits you stick around.

Both your last attacks miss, and you faceplant.


 

Posted

When you die you explode like a Nova taking everything else with you Not much fun for thr blaster but a hell of a laugh for everyone else


 

Posted

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I don't know about an overall replacement, but I would like to see greatly increased accuracy near death.

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That would be where my vote would go too, at bare minimum.

Personally, what I'd really like for Xmas - *jumps into Santa States' lap* - would be an inherent click ability that becomes selectable at 25% Health which acts as an additional Build Up/Aim hybrid (of sorts) for 20 seconds, with a 5% chance to crit to the damage cap for each attack. Whilst the ability is active, you can't regen Health, nor can you recover Endurance (although you can still use insps/be healed/buffed), and also suffer -Res and -Def penalties. I think that just about sets the Risk/Reward values to a sufficiently Cryptic level of balance and prevents any possiblity of abuse.

On that note:

Inherent Power: Parting Shot
Description: As the Blaster begins to fall in combat, he can focus his skill and leave his enemies with a devastating last impression. Parting Shot greatly increases the amount of damage you deal for 20 seconds, as well as greatly increasing your Accuracy - although you leave yourself wide open to attack in the process.
Power Detail: (Click) Self +DMG; +ACC; +Special (active at <25% HP; 5% chance to hit damage cap); -Regen; - Recovery.
Activation: 1 (you could just revamp the Domination animation, we're not a fussy lot)
Endurance Cost: 1
Duration: 20 seconds
Recharge: 1000 seconds


Some might love it, some might hate it - but I can tell you this: even on a 16+ minute timer, your average Blaster would use this ability more than Defiance in a 30 minute play-session. Plus, you could get rid of that ridiculous, inaccurate Defiance bar - everyone's a winner!


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

-Regen, -Recovery? Owcccch


 

Posted

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-Regen, -Recovery? Owcccch

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And yet, isn't it still more useful than Defiance? It also adds more of a need for Insp management and tactical ability than Defiance allows for - which is apparently, "get hit, get hit, get angry, get hit, WOAH BUDDY STOP GETTING HIT AND USE THAT ABILI-*rez*". I'd rather be able to look at my insp tray and have the choice of weighing up whether to risk debt or not with the small green and 3 medium blues I have left, than have the current choice.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

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When you die you explode like a Nova taking everything else with you Not much fun for thr blaster but a hell of a laugh for everyone else

[/ QUOTE ]

Only if you get it in time. More than once my nova has gone off a split second too late. The nova hits, but not a single enemy loses any health. You faceplant and don't even get any xp for your loss, and you have to wait for Nova to charge! Which thanks to ED's effect on Hasten takes twice as long. Sorry to hijack the thread, just wanted to complain some.


 

Posted

It's a nice idea, but for ego's sake I prefer mine

(Though yours is easier to implement )


 

Posted

I'd like to see an inherrant that wasn't at all dependant on the health bar.

Tankers, scrappers and controllers get a bonus essentially for doing what they do best. Manage aggro, hit bosses, control stuff - yay, there's your bonus.

The defender and blaster bonus's just don't work like that, essentially I just don't think they work at all. You get a bonus as a blaster for picking up a load of aggro. Not saying that it's always avoidable, but I'd like a bonus that worked when I'm playing my role well in a team. Staying mostly out of harms way and doing damage.

I actually think the brute inherrant, fury, suits blasters quite well. The figures would need to be tweaked because of our comparatively high base damage, but it could probably be made to work without becoming overpowered. Our damage is generally front loaded enough that it wouldn't always kick in, but in any prolonged fights where our damage obviously isn't sufficient, it'd give us a bit more oooomph. We're fragile enough that it's not massively exploitable - most blasters don't jump from group to group without at least a mini-check out of the situation even when soloing or we'd face plant, certainly not in a team. But say in AV fights as you get nearer the end, or in big missions where you're fighting a lot of higher level mobs, you're damage (and accuracy possibly) would gradually get higher as you go through each group.

I haven't put a massive amount of thought in to it, but off the top of my head, I think I'd like that. Don't think we'll see any changes to defiance though, the biggest victory we got on that one was them changing the name of it from desparation, the devs like it.


 

Posted

[ QUOTE ]
[ QUOTE ]
I don't know about an overall replacement, but I would like to see greatly increased accuracy near death.

[/ QUOTE ]
That would be where my vote would go too, at bare minimum.

Personally, what I'd really like for Xmas - *jumps into Santa States' lap* - would be an inherent click ability that becomes selectable at 25% Health which acts as an additional Build Up/Aim hybrid (of sorts) for 20 seconds, with a 5% chance to crit to the damage cap for each attack. Whilst the ability is active, you can't regen Health, nor can you recover Endurance (although you can still use insps/be healed/buffed), and also suffer -Res and -Def penalties. I think that just about sets the Risk/Reward values to a sufficiently Cryptic level of balance and prevents any possiblity of abuse.

On that note:

Inherent Power: Parting Shot
Description: As the Blaster begins to fall in combat, he can focus his skill and leave his enemies with a devastating last impression. Parting Shot greatly increases the amount of damage you deal for 20 seconds, as well as greatly increasing your Accuracy - although you leave yourself wide open to attack in the process.
Power Detail: (Click) Self +DMG; +ACC; +Special (active at <25% HP; 5% chance to hit damage cap); -Regen; - Recovery.
Activation: 1 (you could just revamp the Domination animation, we're not a fussy lot)
Endurance Cost: 1
Duration: 20 seconds
Recharge: 1000 seconds


Some might love it, some might hate it - but I can tell you this: even on a 16+ minute timer, your average Blaster would use this ability more than Defiance in a 30 minute play-session. Plus, you could get rid of that ridiculous, inaccurate Defiance bar - everyone's a winner!

[/ QUOTE ]

It's quite funny really - of all the inherent powers ONLY Defiance is a risk/reward inherent. Double damage for trolls when their victims are held. Where's the risk in that!
I disagree about a click power though. It may get used more than defiance, but i have enough things to click without thinking about another one.
I'd definitely like to see and increase in accuracy go along with the defiance bar, maybe even an autohit at 1%.
A slightly more generous sliding scale would work - or perhaps if you did hit the magical 1%, when ur health returns above it (providing you've got that shot off and it hits and u aren't dead), the defiance bar stays up at full for a little longer - 30 seconds or something before the bar starts to fall again - providing your health is back above 1%.


 

Posted

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It's quite funny really - of all the inherent powers ONLY Defiance is a risk/reward inherent.

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um, what about fury on a brute ? that can be very risky, since toy have to keep fighting to maintain it, it can get you in to trouble very quickly.

i would think that a version of the Corruptors Scourge would be better for blasters.


 

Posted

Dont replace defiance, its my only anti stalker weapon. Do you realise just how hard I hit after an AS. If the stalker isnt fast he is lying face down wondering what happend with the go to hospital button up.


50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr

 

Posted

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[ QUOTE ]
It's quite funny really - of all the inherent powers ONLY Defiance is a risk/reward inherent.

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um, what about fury on a brute ? that can be very risky, since toy have to keep fighting to maintain it, it can get you in to trouble very quickly.

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Hardly. Fury isn't risky at all. Brutes are melee at's with defenses to cope. You're not going to be AOEing everything in sight to build up the fury bar. You take on 1 mob at a time. And it's not as if you have to stand there with 1% health to get the bonus. Some kind of empath on the team, RA and a brute is all set to go storming through on a full bar of fury. Heal the squishie blaster and all the work you have done is gone in an instant.

[ QUOTE ]

i would think that a version of the Corruptors Scourge would be better for blasters.

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Don't agree. It would be too powerful. The minimum hit points for scourge to activate would have to be increased as a blaster would finish off an opponent in 1 hit at that point anyway. It would be almost half health. Which especially in pvp would probably mean blasters 2 shotting just about everything. Whilst this i would enjoy immmensely, i think you would get the same kind of whingeing that there is about Stalkers.


 

Posted

How about a slight modification to Defiance? Your defiance bar increases at a RATE proportinal to your HP (Kicks in at 25% very slowly building up, shoots up furiously at 5% or less).

It drops fairly quickly otherwise.

This means a blaster who gets whooped and healed will still have a bit of extra oomph in order to finish of that pesky boss?


 

Posted

What I hate with Defiance is how it rewards bad/risky playstyle.

I'd like a Domination-like inherent ; you'd build it by killing enemies, or attacking, and when the bar would be full you'd get a click power, a 30 sec +ACC +DAM +RES (Every status effect + knockback). I believe the status protection would be great. I'm sure many blasters had that experience where you pop build-up, aim, get ready to start Nova only to get mezzed (and killed) by one minion using a disorient.


 

Posted

The thing is that Blasters ARE a risky playstyle. The very definition of us as a glass cannon means we have to throw huge amounts of damage around to stop us being damaged.

I really don't like the Fury/Domination/Scourge ideas because they just make us psychotic, rather than desperate.

Perhaps a better idea would be to increase the effiency of our Secondary Effects?

I.E. An Energy Blaster with his last breath smashes a PAV off his feet; An Ice Blaster seals one in an near unbreakable Ice block; A Fire Blaster ignites the Air in the enemies Lungs?

Maybe...


 

Posted

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Tankers, scrappers and controllers get a bonus essentially for doing what they do best. Manage aggro, hit bosses, control stuff - yay, there's your bonus.

[/ QUOTE ]

The controler inherant isnt much use either!!! Yay i do double damage great you may say but when you do naff all damage in the 1st place double naff all doesnt realy help!!!


 

Posted

[ QUOTE ]
Perhaps a better idea would be to increase the effiency of our Secondary Effects?

I.E. An Energy Blaster with his last breath smashes a PAV off his feet; An Ice Blaster seals one in an near unbreakable Ice block; A Fire Blaster ignites the Air in the enemies Lungs?

[/ QUOTE ]

I agree very much with this suggestion. Where heroes make an 'Heroic Last Stand' and have a slim chance of turning the tables. I would suggest Tankers have this too. Anyone without a suitable secondary would do knockback.

This is a very 'comic-book' idea. Simple, yet potentially effective.


 

Posted

[ QUOTE ]
I.E. An Energy Blaster with his last breath smashes a PAV off his feet; An Ice Blaster seals one in an near unbreakable Ice block; A Fire Blaster ignites the Air in the enemies Lungs?

[/ QUOTE ]
An AR blaster...

Um...

...

Anyone feel free to jump in.

No, really.



If every Blaster primary had a noticeable secondary effect, you might have a point - sadly, that solution would just increase the gap between Blaster powersets. AR's secondary effect is, on some attacks, a paltry -Def - Woo! Fire doesn't have a secondary effect - right on! On the other hand, Ice would get almighty slows, Elec would be draining bosses, and Energy would be putting the same bosses through 3 floors wih KB.

I sense the drawing board calling.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

I'd replace it with *gasp* Defiance, but make it scale proportionally, unlike now. That way it would actually be of some help to the blaster, especially to the */devices players who don't get build up.


 

Posted

Ok, back from the drawing board.

Inherent Power: No More!
Description: As the Blaster begins to fall in combat, he can focus his skill and leave his enemies with a devastating last impression. No More! will deal a mediocre amount of damage, but hit the enemy with one of your more specialised effects. It will also drain you severely.
Power Detail: (Click) Damage: Medium ; Target; Range : Short ; Auto-Hit; Ignores All defences +Special(**) ; -Regen; - Recovery.
Activation: 1 (Level 1 Primary)
Endurance Cost: ALL; Health Cost: All bar 1
Duration: 30 seconds
Recharge: 1000 seconds

**
Energy : Knockback x 3
Assault : Disorient x 3 (Terminator Style)
Sonic : De-Toggles and lowers defences.
Fire : Char-type Hold : Damage is a 30 Second DoT
Ice : Hold x 3


 

Posted

[ QUOTE ]
[ QUOTE ]
Tankers, scrappers and controllers get a bonus essentially for doing what they do best. Manage aggro, hit bosses, control stuff - yay, there's your bonus.

[/ QUOTE ]

The controler inherant isnt much use either!!! Yay i do double damage great you may say but when you do naff all damage in the 1st place double naff all doesnt realy help!!!

[/ QUOTE ]
I hate to piss on your bonfire, but I've found Containment to be a great power - it's helped no end with my Fire/Rad and my Earth/FF - and my partner's Mind/Kin can crush mobs faster than most scrappers, so far.

What are you doing with it?


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

[ QUOTE ]
Energy : Knockback x 3
Assault : Disorient x 3 (Terminator Style)
Sonic : De-Toggles and lowers defences.
Fire : Char-type Hold : Damage is a 30 Second DoT
Ice : Hold x 3

[/ QUOTE ]
Poor forgotten Archery. :/ (And Elec... )

And you just made Sonic kinda crappy PvE except against AVs, and insanely powerful in PvP.

I don't care if you're ill, back to the board, back I say! *cracks whip*


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

Ok, Archery gets Impale : Sleep & Enhanced Damage
Elec gets End Drain

And I hardly think dropping your Sonic Blaster to 1 Health/1 End counts as devastating; but perhaps in PvP it is just detoggle and Knockdown.


 

Posted

As Sonics mostly debuff in their attacks, it would have to be a debuff not a toggle dropper.